Re: Subject: MusicDevice/HandleNoteOne/Render
Re: Subject: MusicDevice/HandleNoteOne/Render
- Subject: Re: Subject: MusicDevice/HandleNoteOne/Render
- From: William Stewart <email@hidden>
- Date: Tue, 28 Jun 2005 16:08:31 -0700
On 28/06/2005, at 2:42 PM, Daan Hermans wrote:
Thanks, and now I could even copy-paste it from your mail, because
I'm indeed debugging with AULab. Somehow I cannot seem to get
working what I expect to see though. What I'm currently doing is:
- put a breakpoint in my c++ code within my Initialize(void) function
- compiling my project into /Library/Audio/Plug-Ins/Components folder
- moving the plugin from the /Development folder into the /
Components folder (because AULab can else not find the plugin)
A nice way to get around this phase is (from terminal)
% cd /Library/Audio/Plug-Ins/Components
% ln -s PATH TO YOUR AU.component
This creates a sym link to your .component bundle, so you can keep
building and debugging without all this messing about. I also think
that copying the code over to here (which you need to do so the
component manager finds it) might be why you can't debug it anymore.
- setting AULab as the executable for debugging on the way
descirbed below
- adjust the working directory for this executable to /Library/
Audio/Plug-Ins/Components (hope this is right, but this is where
the plugin is at the time of execution)
I never have to do this with the sym link technique
- push the debug button
At that time AULab is launched, I creat a new Audio Unit Instrument
track (Edit -> Add Audio Unit Instrument...), select my plug in it
and nothing happens. I would suspect that the Initialize(void)
function would be called by this time, awaking my breakpoint in the
debugger, but nothing happens there. If I hit the 'pause' button in
the debugger, I get all kinds of lower level looking code, without
any thing that I can trace back to my own code (hey that's what
compilers are for), not even to AUBase class kind of things.
So, any hints on what I'm not doing the XCode way??
First thing I would try is to validate your AU with the auval tool:
% auval -a aumu
Thiis will print out a list of all the AUs currently on your system.
Then you should see your AU somewhere, so copy the three str code for
your au and validate it:
% auval -v aumu MyST Acme
MyST is the subtype you defined
Acme is the manu ID
You can also set auval as a custom executable so you can debug it too
of course.
That's often an easy way to just get your AU up and running
Bill
Once again, any help welcome.
Daan Hermans
AudioNerdz
This might save you some hair pulling, and was something I had to
learn the hard way. If you want to step-debug your plug-in,
you'll need to set up a custom executable in your Xcode project
(Project -> New Custom Executable). The secret to getting this to
work properly is that the Executable Path should extend all the
way to your host's actual *binary*, nestled a couple of levels
below the package (.app) directory.
For example, to set up AU Lab as a custom executable, the full
path would be:
/Developer/Applications/Audio/AU Lab.app/Contents/MacOS/AU Lab
You'll have to type this in by hand, as unfortunately when using
the "choose" button to choose your path, the nav dialog doesn't
allow access past the .app level (argh).
Have fun,
Bill
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